nvidia::apex::PhysXObjectDesc Class Reference
PhysX object descriptor. More...
#include <PhysXObjectDesc.h>
Public Member Functions | |
virtual uint32_t | getApexActorCount () const =0 |
Returns the number of Actors associated with the PhysX object. | |
virtual const Actor * | getApexActor (uint32_t i) const =0 |
Returns the indexed Actor pointer. | |
bool | ignoreTransform () const |
Returns whether this object's xform should be ignored. | |
bool | ignoreRaycasts () const |
Returns whether this object should be ignored by raycasts. | |
bool | ignoreContacts () const |
Returns whether this object should be ignored by contact report callbacks. | |
bool | getUserDefinedFlag (uint32_t index) const |
Returns a user defined status bit. | |
Public Attributes | |
void * | userData |
User data, for use by APEX. | |
Protected Types | |
enum | { TRANSFORM = (1U << 31), RAYCASTS = (1U << 30), CONTACTS = (1U << 29) } |
Protected Attributes | |
uint32_t | mFlags |
Object interaction flags. |
Detailed Description
PhysX object descriptor.
Class which describes how a PhysX object is being used by APEX. Data access is non virtual for performance reasons.
Member Enumeration Documentation
anonymous enum [protected] |
Member Data Documentation
uint32_t nvidia::apex::PhysXObjectDesc::mFlags [protected] |
Object interaction flags.
These flags determine how this PhysX object should interact with user callbacks. For instance whether contact callbacks with the object should be ignored.
User data, for use by APEX.
For internal use by APEX. Please do not modify this field. You may use the PhysX object userData or Actor userData field.
The documentation for this class was generated from the following file:
Generated on Fri Dec 15 2017 13:58:40
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